This is it, the finale! The Spirit Sword in hand, the Dungeoneers return for one final adventure to slay the Witch-Lord and cleanse the Old World of his evil as the King rides to war at Black Fire Pass! Huge thanks to Adam from Greenleaf Terrain, Kris from Way of the Brush and Owen from Gaming with the Cooler for 14 episodes of nonsense. I hope you folks enjoyed it too!
Chased from Barak-Tor by the Witch Lord… the Dungeoneers set out in search of the legendary Spirit Blade, the only thing which can harm the monstrous wizard in his Spirit form!
The Star of the West must be secured from the ancient Tomb of the Witch Lord in order for the King to rally the lands against Zargon. The Dungeoneers are set to the task of retrieving it at all cost!
The King has ordered an assault on the Bastion of Chaos to cleanse it of Orcs and their evil Chaos Warband overlords!
The Dungeoneers return to face The Castle of Mystery, a random collection of teleporting doors with a huge cash prize!
A guide has lured the Heroes into a dungeon in an attempt to trap them! Can they find the stairwell and escape as the monsters close in from all sides?!
An evil Fire Mage is terrorizing the kingdom and the Emperor’s sages are powerless to counter his magic! Great treasures lay in his lair and the Heroes descend to his keep to confront him!
Wardoz is missing! The King has offered a handsome ransom for his return or the discovery of his fate; so it’s off to the Dungeons for the Adventurers!
Ulag’s son Grak is out for revenge! Capturing the Heroes he has locked them in his dungeon. A rat-bone is all the adventurers are armed with as they pick the lock to their cell and attempt to escape!
Mentor has a dire mission for the Heroes, enter Melar’s Maze, the labyrinth guarding ancient artifacts left behind by the Wizard to recover his Amulet! Zargon will not make it easy however as he musters the undead to face down the adventurers!